Command |
Description |
|
AddBeam |
Add a test beam into the world
|
AddImpulse |
AddImpulse (x,y,z)
|
AddLightParticle |
Add a light to the world under the cursor
|
AddSplat |
Add a splat to the world underneath the cursor
|
AI_DebugArmyIndex |
Set up an army index for debugging purposes
|
AI_DebugCollision |
Toggle on/off collision detection
|
AI_DebugIgnorePlayableRect |
Toggle on/off ignore playable rect
|
ai_FreeBuild |
Unit build costs are 0
|
ai_InitialEnergyCurrency |
Initial currency of energy economy.
|
ai_InitialEnergyCurrencyMax |
Initial currency of energy economy.
|
ai_InitialMassCurrency |
Initial currency of mass economy.
|
ai_InitialMassCurrencyMax |
Initial currency of mass economy.
|
ai_InstaBuild |
Units build instantly.
|
AI_RenderBombDropZone |
Toggle on/off rendering of bomb drop zone
|
AI_RenderDebugAttackVectors |
Toggle on/off rendering of debug base attack vectors
|
AI_RenderDebugPlayableRect |
Toggle on/off rendering of debug playable rect
|
AI_RunOpponentAI |
Turns on or off Opponent AI
|
ai_SteeringAirTolerance |
Tolerance used to detect whether an aircraft has reached its destination.
|
AirLookAheadMult |
Alter the air units look ahead distance
|
ANI_DumpSkeleton |
Dump the skeleton for the selected entity
|
BeginLoggingStats |
Begin logging stats
|
BlingBling |
Cash money yo
|
cam_DefaultLOD |
default value for camera level-of-detail scaling factor
|
cam_DefaultMiniLOD |
Default LOD for mini-map
|
cam_EntityBoxExpand |
How much to expand the entity box when targeting entity
|
cam_FarFOV |
FOV to use for perspective camera at farthest zoom, in degrees
|
cam_FarPitch |
Pitch of camera at farthest zoom, in degrees
|
cam_Free |
Allow the camera to remain rotated
|
cam_HighLOD |
|
cam_LowLOD |
|
cam_MediumLOD |
|
cam_MinSpinPitch |
The min pitch resulting from a spin
|
cam_NearFOV |
FOV to use for perspective camera at nearest zoom, in degrees
|
cam_NearPitch |
Pitch of camera at nearest zoom, in degrees
|
cam_NearZoom |
Closest mouse can zoom in to terrain
|
cam_PanSpeed |
How fast the camera pans.
|
cam_SetLOD |
Set the lod scale factor for a camera
|
cam_ShakeMult |
How much camera shake to allow.
|
cam_SpinSpeed |
How fast mouse spins camera, in degrees across screen size
|
cam_TrackProjectileTimeout |
Delay after tracking a projectile.
|
cam_ZoomAmount |
How far to zoom in response to the mouse wheel.
|
cam_ZoomSpeedLarge |
How fast the camera actually moves in response to a large zoom.
|
cam_ZoomSpeedSmall |
How fast the camera actually moves in response to a small zoom.
|
ClearStats |
Clear stats starting with given parent
|
CON_Echo |
Echo out input to function.
|
CON_ExecuteLastCommand |
Repeat the last command.
|
CON_ListCommands |
List all console commands and variables.
|
con_TestVar |
Test variable - not used.
|
con_TestVarBool |
Test variable - not used.
|
con_TestVarFloat |
Test variable - not used.
|
con_TestVarStr |
Test variable - not used.
|
con_TestVarUByte |
Test variable - not used.
|
CopySelectedUnitsToClipboard |
Copy all the selected units to the clipboard.
|
CreateProp |
Spawn a prop underneath the mouse cursor
|
CreateUnit |
spawn a unit by id at the mouse cursor or specified location, case sensitive
|
d3d_AntiAliasingSamples |
|
d3d_ForceDirect3DDebugEnabled |
Disable shader optimization and allow D3D debugging.
|
d3d_ForceSoftwareVP |
Force D3d to do vertex processing in software.
|
d3d_NoPureDevice |
Use a non-pure D3D hardware device.
|
d3d_UseRefRast |
Force D3d to do rasterization in software.
|
d3d_WindowsCursor |
|
DamageUnit |
Damage the selected unit (negative values heal)
|
dbg |
Enable/Disable debug overlay
|
dbg_Ballistics |
Draw ballistic debug stuff.
|
dbg_Beam |
Draw beam debug stuff.
|
dbg_CollisionBeam |
Draw collision beam debug stuff.
|
dbg_Emitter |
Show emitter positions.
|
dbg_Metronome |
Tick a metronome every tick.
|
dbg_MonitorAddressSpace |
If true, monitor address space usage.
|
dbg_Projectile |
Draw projectile debug stuff.
|
dbg_ShowAiPathSpline |
Draw AI Path Spline debug information.
|
dbg_Trail |
Draw trail debug stuff.
|
Debug_Assert |
Fail an assertion (for debugging purposes)
|
Debug_Crash |
Cause a crash (for debugging purposes)
|
Debug_Error |
Log an error string (for debugging purposes)
|
debug_movie |
debug movie output
|
Debug_Throw |
Throw a std::exception.
|
Debug_Warn |
Log a warning string (for debugging purposes)
|
DebugAIStatesOff |
debug function to show some AI states
|
DebugAIStatesOn |
debug function to show some AI states
|
DebugClearBuildTemplates |
debug clear and disable the build templates.
|
DebugDumpArmyStats |
Dump current stats for army index.
|
DebugGenerateBuildTemplateFromSelection |
debug generate and enable build templates from the current selection.
|
DebugMoveCamera |
Debug function for moving the camera in sim script.
|
DebugSetConsumptionActive |
debug function to turn selected units consumption of resources into active state
|
DebugSetConsumptionInActive |
debug function to turn selected units consumption of resources into inactive state
|
DebugSetPlayableRect |
Set the playable rect of the map (minX, minZ, maxX, maxZ).
|
DebugSetProductionActive |
debug function to turn selected units production of resources into active state
|
DebugSetProductionInActive |
debug function to turn selected units production of resources into inactive state
|
DestroyAll |
Destroy all units. If any optional army indices are supplied, destroy those army's units.
|
DestroySelectedUnits |
destroy selected units.
|
DoSimCommand |
do a sim command.
|
dump_Frame |
Dump a single video frame. A folder can be specified, otherwise it will prompt for one.
|
dump_Frames |
Toggle dumping of video frames.
|
dump_outputFrameNumber |
Starting frame to dump on
|
dump_Rate |
Frame rate to use for movie dumps
|
DumpActiveLoops |
List all active entity loops
|
DumpCamera |
Dump out camera position data for the editor
|
DumpPreloadedTextures |
Dump debug texture info
|
DumpUnits |
Print out units in play
|
ed_EnableHook |
|
efx_AttachEmitter |
Attach an emitter to selected unit, must specify bone name and blueprint
|
EFX_CreateEmitterWindow |
Create emitter control window
|
efx_NewEmitter |
Create an emitter, must specify blueprint
|
efx_ParticleWaterSurface |
Sort order at which particles start rendering under water
|
efx_WaterOffset |
Amount that particles which are clamped to the waters surfaces are offset from it.
|
efx_WaveCutoff |
Shoreline LOD cutoff
|
EndLoggingStats |
End logging stats
|
ExecutePasteBuffer |
Execute paste buffer in clipboard.
|
exit |
Exit the application.
|
FindUnit |
Find a unit by a (case insensitive) string contained in its description.
|
fog_DistanceFog |
Distance fog enabled?
|
fog_OffsetMultiplier |
amount to fudge offset by to make fog go away as we zoom out
|
GetVersion |
Get game version
|
graphics_Fidelity |
current graphics fidelity setting
|
graphics_FidelitySupported |
maximum graphics fidelity supported
|
imap_debug |
Toggle influence map debug info.
|
imap_debug_grid |
Toggle influence map debug grid info.
|
imap_debug_grid_army |
Set influence map debug grid for which army threat type.
|
imap_debug_grid_type |
Set influence map debug grid threat type.
|
imap_debug_path_graph |
Toggle map hints path graph.
|
IN_BindKey |
Specify a key combo and a console command, binds console command to key
|
IN_DumpKeyBindings |
Shows all the key bindings
|
IN_DumpKeyNames |
Shows all the key names
|
IN_SetKeyName |
Set a key name to map to a key code
|
IssueCommand |
Issue the buildSilo/dive/stop command to the selected units.
|
KillAll |
Kill all units
|
KillSelectedUnits |
kill selected units.
|
lob_IgnoreNames |
Comma separated list of names of people to ignore. For debugging purposes.
|
Log |
Log a string (for debugging purposes)
|
LotsOfProps |
spawn 100 props all over the map 2nd Arg = name of prop
|
LUA |
Run a bit of lua code.
|
LUADOC |
Dump out documentation for Lua functions
|
mesh_Rebatch |
Override mesh batch settings
|
NeedRefuelThresholdRatio |
Start looking for refueling platform when fuel ratio drops below this point
|
NeedRepairThresholdRatio |
Start looking for refueling platform when health ratio drops below this point
|
net_AckDelay |
Number of milliseconds to delay before sending ACKs
|
net_CompressionMethod |
Compression method, 0=none, 1=deflate. Only takes effect when connections are first established.
|
net_DebugCrash |
If true, crash.
|
net_DebugLevel |
Amount of network debug spew
|
net_Lag |
Lag, in milliseconds.
|
net_LogPackets |
Log all incoming/outgoing packets.
|
net_MaxBacklog |
Maximum number of bytes to backlog to any one client.
|
net_MaxResendDelay |
Maximum number of milliseconds to delay before resending a packet.
|
net_MaxSendRate |
Maximum number of bytes to send per second to any one client.
|
net_MinResendDelay |
Minimum number of milliseconds to delay before resending a packet.
|
net_ResendDelayBias |
The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
|
net_ResendPingMultiplier |
The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias.
|
net_SendDelay |
Number of milliseconds to delay before sending Data
|
NoDamage |
Disables all damage to units when set.
|
p4_Edit |
Check out file(s) from perfoce
|
p4_IsOpenedForEdit |
Is the specified file opened for edit?
|
path_ArmyBudget |
Budget for each army to do pathfinding each tick
|
path_BackgroundBudget |
Maximum number of steps to run pathfinder in background
|
path_BackgroundUpdate |
Update pathfinding tables in background
|
path_GeneratePreview |
Do a pathfind for the UI preview
|
path_MaxInstantWorkUnits |
Budget for instant pathfinds by the AI
|
path_TimeoutPreview |
Maximum number of ticks to allow pathfinder preview to take
|
path_UnreachableTimeoutSearchSteps |
Maximum number of ticks to allow a single pathfind to take for an unreachable path
|
PathDebug |
Debug the path finder
|
PopupCreateUnitMenu |
Popup the create unit menu.
|
PrintStats |
Test the stat system
|
ProcessInfoPair |
set the assist mode flag for the selected units.
|
Purge |
projectile|unit|all>. If any optional army indices are supplied, destroy those army's entities.
|
quit |
Quit the session.
|
RandomElevationOffset |
Alter random non-combat elevation offset so plane don't all stick on the same plane
|
range_Fill |
|
range_InnerThicknessCoeff |
|
range_OuterThicknessCoeff |
|
range_RenderBuild |
|
range_RenderHighlighted |
|
range_RenderSelected |
|
recon_debug |
Show debug recon info for specified army index
|
ReconFlush |
Flush all recon databases (destroys all blips)
|
ren_BandwidthDisplayKernel |
Width of bandwidth filter (in seconds).
|
ren_BandwidthDisplaySeconds |
Number of seconds of bandwidth data to display.
|
ren_Beams |
Render the beam fx.
|
ren_BgLowerBound |
|
ren_bicubicnormals |
Sample normal map basis using bicubic filter
|
ren_Bloom |
Render Blooms?
|
ren_BloomBlurCount |
Bloom Blur Count
|
ren_BloomBlurKernelScale |
Amount to scale blurred amount by.
|
ren_BloomGlowCopyScale |
Scale when copying glowing stuff to glow buffer before blur
|
ren_BorderSize |
Size of edge border
|
ren_ClipDecalLevel |
Level at which we clip decals for super quick reject
|
ren_ClipDecals |
Clip Decals vertex count
|
ren_Clutter |
Render clutter
|
ren_ClutterRadius |
|
ren_DecalAlbedoLodCutoff |
Fudge factor for decal cutoff on zoom out for albedos
|
ren_DecalFadeFraction |
fraction (0..1) of their range that decals start to fade
|
ren_DecalFidelity |
|
ren_DecalFlatTol |
flatness tolerance
|
ren_DecalNormalLodCutoff |
Fudge factor for decal cutoff on zoom out for normals
|
ren_DecalOverDraw |
Render overdraw display for decals
|
ren_Decals |
Render Terrain Decals.
|
ren_ErrorCache |
use error threshold cache?
|
ren_fog |
Do we render fog of war, rendering only no effect on database.
|
ren_FogIntensity |
intensity of gray fog
|
ren_FogOfWar |
Draw terrain with fog-of-war.
|
ren_ForceUpdateMinimapTerrain |
Update the terrain tesselation/decals if it's a minimap
|
ren_FrameTimeSeconds |
Number of seconds to display.
|
ren_Fx |
Render FX?
|
ren_GenerateMesh |
Generate a new mesh or use the old one?
|
ren_glowingDecals |
Render glowing decals
|
ren_HideSecondary |
Hide secondary views
|
ren_IgnoreDecalLOD |
Force decals to render regardless of LOD
|
ren_MapBorderAdd |
Add a mesh to the map border list
|
ren_MapBorderClear |
Clear all map border meshes
|
ren_MeshDissolve |
Fade mesh alpha from 1.0 to 0.0
|
ren_MeshDissolveCutoff |
|
ren_MeshSkinned |
toggle rendering of meshes which have and use skeletons
|
ren_MeshStatic |
toggle rendering of meshes which do not have or ignore skeletons
|
ren_MipSkipLevels |
|
ren_NewFogUpdate |
Use new fog update code
|
ren_NewPipeline |
|
ren_NormalDecals |
Render Normal Decals
|
ren_Oblivion |
|
ren_OnlyFirstView |
Render only the first view in the list
|
ren_PlayableBoundary |
|
ren_Ranges |
|
ren_Reflection |
Render reflection?
|
ren_Refraction |
Render refraction?
|
ren_RegenShore |
Regenerate shoreline (editor only)
|
ren_RenderNothing |
Render nothing?
|
ren_Select |
Render select meshes?
|
ren_SelectBoxes |
Toggle selection box rendering
|
ren_SelectBracketMinPixelSize |
Minimum selection bracket thickness in pixels.
|
ren_SelectBracketSize |
Default selection bracket thickness
|
ren_SelectColor |
What color do we want the selection box?
|
ren_SelectionHeightFudge |
How far off the ground selection boxes are fudged
|
ren_SelectionSizeFudge |
How much selection box extents are fudged (multiplier)
|
ren_ShadowBias |
Constant shadow bias
|
ren_ShadowBlur |
Toggle shadow blurring
|
ren_ShadowCoeff |
|
ren_ShadowLOD |
At what LODMetric do we stop rendering shadows
|
ren_Shadows |
Render Shadows?
|
ren_ShadowSize |
Sizeof shadow texture
|
ren_ShoreErrorCoeff |
|
ren_Shoreline |
Render shoreline
|
ren_ShorelineCutoff |
Shoreline LOD cutoff
|
ren_ShowBandwidthUsage |
Show the amount of network bandwidth we are using.
|
ren_ShowBoneNames |
Show bone names
|
ren_ShowDirtyTerrain |
Show or hide the dirty terrain bits.
|
ren_ShowFrameTimes |
Graphically show the frame times.
|
ren_ShowNetworkStats |
Show various network stats.
|
ren_ShowNormals |
Variable to track show/hide normals rendering.
|
ren_ShowSkeletons |
Show mesh skeletons
|
ren_ShowWireframe |
Variable to track show/hide wireframe rendering.
|
ren_Skirt |
Use new fog update code
|
ren_SkyDome |
Render sky
|
ren_Splats |
Render Terrain splats.
|
ren_SyncTerrainLOD |
Distance at which to start display terrain sync changes
|
ren_TeamColorLookupCount |
Number of 'channels' in team color lookup texture.
|
ren_Terrain |
Show or hide the terrain.
|
ren_Trees |
Show or hide the trees.
|
ren_TTerrainGlow |
Render the terrain using TTerrainGlow
|
ren_Ui |
Render UI?
|
ren_UnitSelectionScale |
How much unit selection box extents are scaled (multiplier)
|
ren_UnitSilhouette |
|
ren_ViewError |
|
ren_Water |
Show or hide the water.
|
ren_WorldBorder |
Render UI world border frame?
|
RenameUnit |
Give selected unit a custom name, or with no parameters print name
|
res_AfterPrefetchDelay |
Number of milliseconds to nap after prefetching something. So the prefetcher thread doesn't bog us down too much.
|
res_EnablePrefetching |
If true, enable prefetching.
|
res_PrefetcherActivityDelay |
Number of seconds to delay prefetching after there is foreground disk activity.
|
res_SpewLoadSpam |
If true, spew spam with each resource load.
|
rule_BlueprintReloadDelay |
seconds to delay before reloading a blueprint once we notice that it has changed.
|
rule_Paranoid |
Paranoid mode for RULE system, print all error messages.
|
SallyShears |
Reveal entire map.
|
SC_AntiAliasingSamples |
|
SC_CameraScaleLOD |
|
SC_CreateEntityDialog |
Create object editing box for the primary selected unit
|
sc_FrameTimeClamp |
Minimum time between frames, in milliseconds
|
SC_LuaDebugger |
Open Lua debugger window
|
SC_PrimaryAdapter |
|
SC_SecondaryAdapter |
|
sc_SkipIntro |
Skip intro movies
|
SC_StartMemoryLog |
Start up memory logging to filename
|
SC_StopMemoryLog |
Stop memory logging
|
SC_ToggleCursorClip |
Set the cursor clip to either the pre-launch clip or the current clip
|
SC_VerticalSync |
|
ScenarioMethod |
Run a scenario-specific command
|
SetArmyColor |
SetArmyColor(army,r,g,b)
|
SetFocusArmy |
Pass in army index or -1
|
shadow_Fidelity |
current shadow fidelity setting
|
shadow_FidelitySupported |
maximum shadow fidelity supported
|
ShowArmyStats |
Show engine statistics
|
ShowRaisedPlatforms |
Turns on or off rendering of raised platform for tweaking and setting up purposes
|
ShowStats |
Show engine statistics
|
sim_ChecksumPeriod |
How many beats between checksums.
|
sim_DebugCheats |
Log a backtrace when we detect a cheat.
|
sim_DebugCrash |
Crash the sim.
|
sim_DebugDelay |
Milliseconds to delay each sim tick to simulate a slow sim.
|
sim_Gravity |
Show or change the current gravity. Units are ogrids/(second^2)
|
sim_Interlocked |
If true, force the sim and UI threads to run interlocked.
|
sim_IssueThreadDebugLevel |
How much debug spam to spew from the issue thread.
|
sim_KeepAllLogFiles |
If true, keep all long files instead of just the ones for beats that appear out-of-sync.
|
sim_LogSize |
How many ticks to log before flushing files.
|
sim_ReportCheats |
Report cheating when cheats are enabled.
|
sim_ShowDamage |
Show debug damage info
|
sim_TestFunc |
Test function - not used.
|
sim_TestVar |
Test variable - not used.
|
sim_TestVarBool |
Test variable - not used.
|
sim_TestVarFloat |
Test variable - not used.
|
sim_TestVarStr |
Test variable - not used.
|
sim_TestVarUByte |
Test variable - not used.
|
SimAssert |
Fail an assertion (for debugging purposes)
|
SimCrash |
Cause a crash (for debugging purposes)
|
SimError |
Log an error string (for debugging purposes)
|
SimLog |
Log a string (for debugging purposes)
|
SimLua |
Run some lua code in the sim's Lua.
|
SimWarn |
Log a warning string (for debugging purposes)
|
SkipUIChecks |
Don't perform any command validation in UI
|
snd_CheckDistance |
Do distance checks for sound culling.
|
snd_CheckLOS |
Do LOS checks for sound culling.
|
snd_ExtraDoWorkCalls |
Enable mid-frame DoWork calls.
|
snd_SpewSound |
Spew debug sound info
|
StartCommandMode |
Set the UI context for some commands.
|
TeleportSelectedUnits |
teleport selected units.
|
timestamp |
Dump out EXE timestamp
|
TrackStats |
Begin/End tracking stats of selected units.
|
tree_AccelFactor |
How quickly falling trees accelerate
|
tree_DampFactor |
Damping on swaying trees (0 to 1)
|
tree_SpringFactor |
How quickly swaying trees spring back
|
tree_UprootFactor |
How far to raise falling trees up out of the ground
|
ui_AlwaysRenderStrategicIcons |
When true, strategic icons always render, even when zoomed in
|
UI_ApplySelectionSet |
Takes a selection set name and applies the selection
|
ui_ArrowKeysScrollView |
Toggle if the arrow keys scroll the main view
|
ui_BuildPlaceTarmacAlpha |
Tarmac alpha for buildings that are about to be placed
|
ui_CommandClickScale |
Scale applied to the click distance size of command waypoints
|
ui_CommandGraphMaxNodeUnits |
Limits the size of the waypoints
|
UI_CreateHead1Map |
Destroys anything on head 1 and shows a full screen map in its place
|
ui_CurveSegments |
How many segments to subdivide curves into
|
ui_CurveSmoothness |
How big to make curves when drawing command previews
|
ui_CustomNameColor |
Color of the custom name display
|
ui_CustomNameFontSize |
Point size of the custom name display
|
ui_CutsomNameFont |
Font family name of the custom name display
|
ui_DebugAltClick |
Enable ALT+Click debug command to switch armies
|
ui_DisableCursorFixing |
Allows you to toggle the cursor fixing functionality that is used for the mouse-controlled camera spinning/scrolling
|
ui_DragSelect2D |
Use a 2D (screen-space) drag-selection box
|
ui_DrawPathPreview |
Turns on/off the arrow line
|
UI_DumpControls |
Dumps information about all controls to current log target.
|
UI_DumpControlsUnderCursor |
Dumps all controls under the cursor to the debug log
|
UI_ExpandCurrentSelection |
Expand selection to all units in view that is found in our current selection group
|
ui_ExtractSnapTolerance |
Sets the extraction unit 'snap-to' tolerance (in meters) for building. Increase this to make it easier to auto-snap to extraction sites.
|
ui_FootprintMinThickness |
Mimimum render size for the footprint outline.
|
ui_ForceLifbarsOnEnemy |
force lifebars on for enemy units
|
UI_forceWeaponsToYellow |
Force all minimap weapon fire to yellow
|
ui_FuelBarColor |
The color of the secondary Fuel bar
|
ui_fuelbarHeight |
size of the fuel bar as a fraction of the bar height
|
ui_FuelEmptyBlinkRate |
Blink timer scale for empty fuel
|
ui_FuelWarningColor |
The color of the feul warning flash
|
ui_KeyboardPanAccelerateMultiplier |
How much faster the camera pans when accelerated
|
ui_KeyboardPanSpeed |
How fast arrow keys pans camera
|
ui_KeyboardRotateAccelerateMultiplier |
How much faster the camera rotates when accelerated
|
ui_KeyboardRotateSpeed |
How fast ins/del rotate camera
|
ui_LifeBarBadColor |
The color of the lifebar when there is poor health
|
ui_LifeBarBadCutoff |
The percent of health where the life bar changes from bad to medium
|
ui_LifeBarGoodColor |
The color of the lifebar when there is good health
|
ui_LifeBarGoodCutoff |
The percent of health where the life bar changes from medium to good
|
ui_lifebarHeight |
height of health/fuel bar in ogrids
|
ui_LifebarLOD |
LOD Cutoff for health bars
|
ui_LifeBarMedColor |
The color of the lifebar when there is medium health
|
ui_LifebarOffset |
Y Offset in ogrids of all lifebars
|
ui_LifebarWidth |
width of health/fuel bar in ogrids
|
UI_Lua |
Run lua code in the appropriate UI lua state.
|
UI_MakeSelectionSet |
Takes a name, and makes a named selection set from the current selection
|
ui_MaxExtractSnapPixels |
Allows us to put a pixel cap on the snap tolerance (in case we are zoomed in close.
|
ui_MaxTextLOD |
LOD level that timer text disappears
|
ui_MaxWaypointSize |
Set the maximum pixel size of a waypoint
|
ui_MinExtractSnapPixels |
Allows us to put a pixel cap on the snap tolerance (in case we are zoomed out relatively far.
|
ui_MinWaypointSize |
Set the minimum pixel size of a waypoint
|
ui_NisRenderIcons |
nis toggle for strat icons, also removes pause and diabled icons
|
ui_PathPreview |
Turns on/off the pathfinding preview line
|
ui_PathSmoothness |
How big to make curves when drawing path preview
|
ui_ProgressBarColor |
The color of the secondary Construction Progress bar
|
UI_Quit |
Drives quit behavior of the game depending on the state of the UI
|
ui_RenderCustomNames |
toggle custom name display
|
ui_RenderIcons |
toggle strategic icons on/off
|
ui_RenderSelectionSetNames |
toggle selection set names on/off
|
ui_RenderUnitBars |
render unit life/fuel bars?
|
UI_RenProectileTrailWidth |
The half width, in pixels, of the projectile trail
|
UI_RenProjectileArcs |
toggle projectile trails on/off
|
UI_RenProjectileArcsSampleInterval |
How often the position is updated for the projectile trail
|
UI_RenProjectileGlow |
Toggle projectile icon glow
|
UI_RenProjectileGlowMax |
Maximum glow alpha on projecile icon
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UI_RenProjectileGlowMin |
Minimum glow alpha on projectile icon
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UI_RenProjectileGlowPeriod |
The period in which the projectile icon glow will pulse from min to max to min
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UI_RenProjectileIcons |
toggle projectile icons on/off
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UI_RenProjectileTrailColor |
ARGB value of the projectile trail
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UI_RenResources |
toggle resource icons on/off
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UI_ResetView |
Reset a named camera to the default view
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UI_ResourceLODCutoff |
When to draw icons instead of resource deposit textures
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UI_RotateLayout |
Cycles through all available layouts
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UI_RotateSkin |
Cycles through all available skins
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ui_ScreenEdgeScrollView |
Toggle if the mouse on the sides of the main window will scroll the view (fullscreen only)
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UI_SelectAnything |
Debug to allow UI to select anything
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UI_SelectByCategory |
Select a set of units by category
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ui_SelectionSetNamesColor |
Color of the selection set names
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ui_SelectTolerance |
Sets the unit click tolerance (in pixels) for selection. Increase this to make units have a larger selection box.
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UI_SetSkin |
Sets a new skin
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ui_ShieldBarColor |
The color of the secondary Shield bar
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UI_ShowControlUnderMouse |
Highlights the control currently under the mouse
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UI_ShowRenameDialog |
Display the rename unit dialog during a game
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ui_StrategicIconBlinkDuration |
How long to blink icon when unit is damage
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ui_StrategicIconBlinkRate |
Blink timer scale for strategic icons on damage
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UI_StrategicProjectileLOD |
At what LODMetric do we draw projectile pixels on strategic view
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UI_ToggleGamePanels |
Hide/show the UI panels in game, and expands the world view to fill the screen when panels are hidden.
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UI_TrackUnit |
track selected units.
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ui_WaypointLineScale |
Scale applied to the calculated waypoint line size
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ui_WindowedAlwaysShowsCursor |
Always show cursor in windowed mode, regardless of show/hide
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WeaponTerrainBlockageTest |
Toggle on/off wepaon collision tests against terrain blockages
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WIN_ShowLogDialog |
Explicit show/hide log dialog box
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WIN_ToggleLogDialog |
Show/hide log dialog box
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WLD_AdvanceBeat |
Advance the sim one beat.
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wld_ClientDebugDump |
Dump out debug info about the network connections
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WLD_DecreaseSimRate |
Decrease the game speed.
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WLD_GameSpeed |
Set a new game speed
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WLD_IncreaseSimRate |
Increase the game speed.
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WLD_ResetSimRate |
Increase the game speed.
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WLD_RestartBeat |
Restart rendering the current beat.
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wld_RunWithTheWind |
If true, run beats as fast as we can.
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WLD_SingleStep |
Single-step the sim one tick.
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wld_SkewRateAdjustBase |
How much to adjust the sim rate based on one beat of skew.
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wld_SkewRateAdjustMax |
Max amount to adjust the sim rate due to skew.
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wnd_DefaultCreateHeight |
Minimum initial window height
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wnd_DefaultCreateWidth |
Minimum initial window width
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wnd_MinCmdLineHeight |
Minimum command line height
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wnd_MinCmdLineWidth |
Minimum command line width
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wnd_MinDragHeight |
Minimum drag-resize height
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wnd_MinDragWidth |
Minimum drag-resize width
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WxInputBox |
Text the WWxInputBox dialog.
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ZeroExtraStorage |
Set energy and mass extra storage to 0
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